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| Block Maze |
Mon 27 Feb 2006 21:04 |
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<John Lewis> (SPOILER) Added speedrun: 448 moves (old: 498).
Still can be improved on... |
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| The Puzzle |
Sat 25 Feb 2006 19:17 |
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<mjn> If you want to see the speedrun, you can hit Ctrl-M on the level select screen to get to the solution manager, and then Ctrl-D to download solutions from the server. |
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| Three Bots and Three Buttons |
Sat 25 Feb 2006 19:16 |
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<mjn> (SPOILER) Pretty cool level. I like how only one of the robots can reach the top right (unless I'm just an idiot). |
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| The Puzzle |
Sat 25 Feb 2006 19:01 |
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<Matthew> I got 93 moves how do i get 79?
<Matthew> I keep doing my level over and over and got move how on earth did 79 got achived? I starting to think that 79, 83, 84 and 88 is a lie! |
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| Three Bots and Three Buttons |
Sat 25 Feb 2006 15:11 |
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<Tom 7> This is a nice little level. |
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| OneLeft |
Sat 25 Feb 2006 04:44 |
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<mjn> Solved! with the power of C++
<mjn> (SPOILER) Aww, man, why can't I jump from the left into the space directly above the center?
I was assuming that all jumps onto red panels were legal; guess I'll have to readjust...
<OCTweak> (SPOILER) With a board of 51x68 I can easily implement all the moves. Maybe next version of Escape will permit bigger boards.
<OCTweak> (SPOILER)
Off course is possible to implement all the moves. The only reason I did not, is because Escape limits the size off the board.
<OCTweak> I tried bots to make the moves and keep the player and "board" always in vision, but this robots are too stubborn and sometimes they don't go where we want! 8)
<Doom> (SPOILER) I think that the level idea is very cool, but the lack of many moves makes things extremely hard to plan well.
I tried this once and after I came to a dead end because I couldn't make my next (normally available) moves, I just had to give up. The solution is too rigid to be fun.
I suppose it might be possible to write down every possible move and work it out from there. But that requires plenty of extra work, which I don't feel like doing right now.
<Tom 7> Excellent!! I still don't understand how this mechanism works exactly, but it's a really neat embedding and even neater that you don't use bots at all.
<OCTweak> Without zoom I believe this level is impossible |
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| pinball2 |
Tue 21 Feb 2006 09:26 |
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<OCTweak> (SPOILER) Cook: Hidden yellow block not used!
<OCTweak> (SPOILER) Added solution "Another Solution":
Cook.: Hidden yellow block not used |
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| Follow the arrows! |
Tue 21 Feb 2006 00:59 |
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<mlc> (SPOILER) Added solution "Down, up, and over":
Another solution. |
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| Dr. John Davies of Mallwyd |
Tue 21 Feb 2006 00:16 |
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<Adam> (SPOILER) Added speedrun: 71 moves (old: 81).
Optimal. |
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| Quartered Arena |
Mon 20 Feb 2006 15:44 |
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<Doom> (SPOILER) OCTweak on a rampage? :)
I know exactly how to solve this one, but haven't succeeded in doing so yet.
I'll propably try to fix some of those cooks in the original one this weekend. If it doesn't prove to be too tricky to get done, as happened with my previous cooked level. (Block Shortage)
<OCTweak> (SPOILER) Added speedrun: 96 moves (old: 98).
Very cool level!!!!! |
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| Halved Arena |
Mon 20 Feb 2006 03:19 |
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<mjn> (SPOILER) Oh, man, I was totally wrong about what the trick was, so I ended up cooking it. Mod coming up...
P.S. great level
<mjn> (SPOILER) Man, I haven't got this yet, but if the trick is what I think it is, then that is a really cool trick... |
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| obstacles2 |
Sun 19 Feb 2006 22:04 |
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<Adam> (SPOILER) Added speedrun: 35 moves (old: 37).
Optimal. |
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| Error? |
Sun 19 Feb 2006 21:25 |
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<Tom 7> If this is intended to be a bug report, I do already know about the animation problems with transponders. I hope to get to it after a few other more urgent problems (and many other non-Escape urgent items)... |
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| Halved Arena |
Sun 19 Feb 2006 18:47 |
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<Tom 7> It no longer seems impossible, but this is a hard one! |
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